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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Scott Christian" data-source="post: 8050643" data-attributes="member: 6901101"><p>That is a tough thing to accomplish and make it not seemed force. (Ever see the ending of Game of Thrones? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) If you pull it off, more power to you. Great work.</p><p></p><p>I hear you. I thought when you said it <em>is</em> the styory, you meant that's what you were doing - a dungeon crawl for a campaign. </p><p></p><p>I have had games like this too. Memory is a powerful tool. I do find it more memorable when there is a story attached. And the weaker the story, the weaker the meaning of all the trials of the adventure. But, that's just me (and probably just me at this stage of my gaming life). </p><p>There is something in your quote, the bolded part, that has always made me wonder; like since I was 15 and playing wonder. With combats so often or long (a recent thread btw), when players forget their actual objective, why doesn't the DM recognize that as the litmus test for a problem in the story? If someone is in a campaign and they have no idea why they are at a specific place or why they are killing something, that seems like there is a storytelling issue. I mean, I love a good fight scene as much as the next person, but I wouldn't only read the fight scenes out of a book. I need to know the characters motives. (Again, just for a campaign, not a solo one-shot.)</p><p></p><p>Sounds good. If it works for you - <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(y)" title="Thumbs up (y)" data-smilie="22"data-shortname="(y)" />!</p><p></p><p>I feel you. Too many ideas sounds great, but man can it become overwhelming. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Yes, a piece of Saltmarsh was just used by our DM. He uses snippets as well. I'd imagine it's great to do so. Strange that I have always been an all or nothing person; I either create the whole thing from scratch or run a premade adventure. I ran part of Hoard not too long ago. It was for people who had never played D&D before. They enjoyed it. Then I let one of the players take over. That tanked really quickly - partly because they never did their homework. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8050643, member: 6901101"] That is a tough thing to accomplish and make it not seemed force. (Ever see the ending of Game of Thrones? ;) ) If you pull it off, more power to you. Great work. I hear you. I thought when you said it [I]is[/I] the styory, you meant that's what you were doing - a dungeon crawl for a campaign. I have had games like this too. Memory is a powerful tool. I do find it more memorable when there is a story attached. And the weaker the story, the weaker the meaning of all the trials of the adventure. But, that's just me (and probably just me at this stage of my gaming life). There is something in your quote, the bolded part, that has always made me wonder; like since I was 15 and playing wonder. With combats so often or long (a recent thread btw), when players forget their actual objective, why doesn't the DM recognize that as the litmus test for a problem in the story? If someone is in a campaign and they have no idea why they are at a specific place or why they are killing something, that seems like there is a storytelling issue. I mean, I love a good fight scene as much as the next person, but I wouldn't only read the fight scenes out of a book. I need to know the characters motives. (Again, just for a campaign, not a solo one-shot.) Sounds good. If it works for you - (y)! I feel you. Too many ideas sounds great, but man can it become overwhelming. ;) Yes, a piece of Saltmarsh was just used by our DM. He uses snippets as well. I'd imagine it's great to do so. Strange that I have always been an all or nothing person; I either create the whole thing from scratch or run a premade adventure. I ran part of Hoard not too long ago. It was for people who had never played D&D before. They enjoyed it. Then I let one of the players take over. That tanked really quickly - partly because they never did their homework. ;) [/QUOTE]
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